Using the information at https://www.dartlang.org/tools/pub/dependencies.html#path-packages
I have gotten one app epimss_design to depend on epimss_podo. However, I wanted to now edit a class in the dependent package epimss_podo, but now it is only represented by an empty folder in the editor. I was expecting the epimss_podo folder structure with its lib folder to be visible. According to the information 'Any changes you make to the dependent package are seen immediately'.
Question | How do I get the epimss_podo visible which will allow me to work with it?
I am using Polymer 0.12.0-dev and Dart Editor version 1.6.0.dev_03_00 (DEV) Dart SDK version 1.6.0-dev.3.0
You need to open both packages as folders separately in DartEditor.
When you change something in epimss_podo this change will take effect immediately when you reload for example epimss_design/web/index.html which uses some code from epimss_podo/lib/some_file.dart
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I'm currently working on a Zynq-7000 Software project using Xilinx SDK toolchain.
I've noticed that nearly all of Xilinx's Demo projects automatically generate a "platform.h" file. However, when I start from an empty project in the SDK IDE it never generates "platform.h". This normally this would not be a problem, however, I want to cut and paste code from the "demo" project into my empty application project, and I can't do this because the "demo" projects rely on the "platform.h" header file. (I could create the demo project and delete every file from it, except platform.h, except this solution doesn't work because I need to modify the hardware away from the defaults with a custom FPGA image.)
What's the secret to get Xilinx SDK to auto-generate the "platform.h" file for an empty SDK Application?
For instance, is there an obscure checkbox that I need to click somewhere in the Board Support Package Project that says generate "platform.h"? or something like that? no idea...
It turns out that "platform.h" and "platform.c" are just normal c-code that are part of the Xilinx demo project. This code is not generated automatically generated as part of the Board Support Package. Thus, you can simply cut and paste these files into your new project without causing any problems. This is why an empty Application project doesn't contain these files.
The reason why they called it "platform.h" was just to hide the API differences between different Xilinx CPU types. Thus, the same demo code compiles on multiple platforms.
If you are like me an only using the Zynq-7000 platform, you can simply delete everything else in the platform files that's not related to Zynq-7000.
I've added a small feature that improves the UX of the <TextInput> component in React Native. The new code is in the native side so I had to make changes to several files inside official RCTText library.
Currently, I got this working locally by manually changing the code inside node_modules and rebuilding the project. I plan to make a PR to the official React Native project once I fix all the edge cases. I understand that sometimes features takes a while to make it into the official release(if at all) so in the meantime, I would like to release this improved <TextInput>as a library for other's that might be interested.
The goal is to release a library that once added to project will allow you to create a <MyTextInput> component which does everything the original <TextInput> does. And here is where I got a bit lost. Can someone please point me to the right direction on how to make a library out of this, or perhaps a link to a library that does a similar thing(augmenting an official RN component in native code)?
You can bootstrap a linkable library project using react-native-create-library and then copy your modified RCTText library project into it.
You'll want to rename the library, e.g. by giving it a prefix other than RCT to avoid collisions with the main RCTText component. Additionally, you'll need to rename all the references to the RCT* components in the source files.
Once you have created the library, you can publish it to NPM and install it to your React Native app with:
npm install your-text-component
react-native link your-text-component
I haven't tried this for built-in React components, but releasing a third-party native library for React Native should not really be any different, whether or not the original implementation is based on existing React Native component or not.
I was assigned to make a small modification in a Delphi project.
To register that mod, my boss told me to increment the build number in Project options > Version Info.
I did that, but after compiling and building, when I look at the file properties, file version is not updated. The exe file was indeed compiled (I checked the modification date and it matches the time of build). The version number in the final EXE is unchanged, and not equal to the number I set in Version Info tab.
When I search Google about this, the only results I could find was tutorials to use this version feature and people with problems enabling it.
I tried reopening the project, deleting the generated EXE and rebuilding, removed the .RES file (the build fails because there's no RES file) and commented out the {$R *.RES} directive (no Version Info is included at all).
I'm not the original developer of this project, and the original one is not available anymore.
I think this could be related to this post, but it is from another Delphi version, and I couldn't find a dproj file in my project.
So, anyone knows whats wrong? Is it some kind of bug or am I missing something? Is there another option I should change so this option takes effect?
Use build instead of compile... it have no shortcut, you find it in Project menu (under compile)
I'm trying to package the Mac version of an open source application that I didn't write (I'm not much of a coder). I'm using py2app 0.6.4. The application builds on my system properly, but I'm unsure of what to list for the includes in the setup.py file.
The dependencies include qt4, PyQt, matplotlib, cherrypy, and sip.
When I looked at this article on handling PyQt applications, I noticed the dependencies were not listed simply as PyQt but rather *PyQt4._qt* etc. How can I determine what to insert in the includes statement from the code of the application?
When py2app runs, it's going to look at each of your scripts, automatically grabbing any modules or packages imported by your scripts. In many cases, this will suffice and you won't need to list anything in the includes variable. Some packages have extra files such as data files that aren't used by the import statement, but must be present for the package to run correctly. Then you need to explicitly include it so py2app will grab it as well. Try to use your app; if you get an error that some module or file isn't found then worry about putting it in the includes variable.
I'm building a program that uses Delphi Packages (BPLs) as plugins, but I'd like to use a custom extension to show that the files have a specific purpose instead of just being BPLs. That works well enough until I end up with one package having a dependency on another. Then the compiler automatically creates the binary with the extension BPL built in.
This wouldn't be too hard to fix with a hex editor, but that's sort of an extreme solution. Is there any way I could make the compiler generate the packages with the right dependency names in the first place?
EDIT: The answers so far seem to have not understood the question.
I know exactly how to create the packages with my custom TEP extension instead of a BPL extension. But if I have package1.TEP and package2.TEP, and package2 depends on package1, and then I try to load package2, it gives an error because it can't find "package1.BPL". What I want is to find some simpler way to make package2 look for the correct filename, "package1.TEP," that doesn't involve editing the binary after it's been created. Is there any way to do that?
Use the {$E} directive.
The simplest solution would be to use a post build event to rename your destination file from *.BPL to whatever specific extension you are requiring.
EDIT:
You could write a separate patch program to search for and patch the offending binaries and run it as part of the post build process. If a patch is made to the compiler, then you can remove your step easily.